Fimbulvetr
Emperor
Isn't anarchy a time without any output, so it doesn't really matter? At least I always thought so ..
Still doesn't explain the behaviour though.
Still doesn't explain the behaviour though.
Isn't anarchy a time without any output, so it doesn't really matter? At least I always thought so ..
Still doesn't explain the behaviour though.
Are you using BBAI?
This would require a concept of map understanding and managing units in a somewhat global way.A few things i noted:
3. Why does the AI keep tons of units in the center of its empire, they seem to perfomr no funtion there and it takes ages to move them to the nearest border. This is especially wird on continents were there is a clear border and the other side is ocean.
[COLOR="Red"]if( false && bOriginal )[/COLOR]
{
aiFinalYields[iJ] = 2*(pPlot->calculateNatureYield(((YieldTypes)iJ), getTeam(), bIgnoreFeature));
aiFinalYields[iJ] += (pPlot->calculateImprovementYieldChange(eFinalImprovement, ((YieldTypes)iJ), getOwnerINLINE(), false));
aiFinalYields[iJ] += (pPlot->calculateImprovementYieldChange(eImprovement, ((YieldTypes)iJ), getOwnerINLINE(), false));
if (bIgnoreFeature && pPlot->getFeatureType() != NO_FEATURE)
{
aiFinalYields[iJ] -= 2 * GC.getFeatureInfo(pPlot->getFeatureType()).getYieldChange((YieldTypes)iJ);
}
aiDiffYields[iJ] = (aiFinalYields[iJ] - (2 * pPlot->getYield(((YieldTypes)iJ))));
}
The AIs attack tactics are questionable. A stack should know if it has a decent chance to take a city before it actually tries -- and I've had an attack stack that was cleary insufficient to kill more than 1 or 2 units attack a city over a river rather than move around it.